Frank Mir vs Brock Lesnar- UFC Undisputed 2009 Online Match (1 of 3)
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Ask any developer what the toughest part of making a fighting game is and theyll all say the same thing: Hit detection.
I posed this question to Capcom staff for Street Fighter IV and they went on to explain how they had to completely rewrite the hit-detection algorithms for the right feel when using 3D character models. Or look at what EA Canada is doing with the Fight Night franchise. Round 4 is completely physics driven; a move made in an attempt to add more resolution to the hit-detection system employed in its predecessor.
I bring up hit detection first in this review of UFC 2009 Undisputed, because making a fighter with as much grappling as there is in the sport of MMA is a nightmare when it comes to believable contact. However, hit detection has to be right for a fighting game to havewell, a fighting chance. Essentially, its the most important component of the core gameplay. Luckily, developer Yukes is used to such tussling, as its the developer on the contact-heavy WWE games for THQ. But in UFC 2009 Undisputed, the hit detection means more. Its real—or at least more real than in a wrestling game. Theres more effort needed to get the ground work moves to look natural, and just as much effort to get the upright elements of the game right since it too is clench-heavy. The focus is fighting—not studio fluff—so theres more at stake when two fighting machines collide in UFC 2009 Undisputed.
The goal for UFC 2009 Undisputed was zero inner penetration, which is a dirtier way to say clipping. For what Yukes and THQ were up against in such a complex game, I think they did a fine job dealing with this all-important issue. There is some clipping that can be found, but most of it involves a referee stepping in for a stand-up or to call a match.
Slightly less successful than the lack of clipping is how each punch or kick scores in terms of damage on the opponent. Again, this is a highly complex gameplay dynamic to get right, but there are times when what look to be glancing blows carry knockdown—or even knockout—power. The stranger thing is that, often times the replay of what was clearly a near-perfect punch is perfect when the replay is shown. For instance, you may catch the side of a fighters neck with a jump punch, though the replay will show a point-of-chin hit. But when you take into account how consistently and technically solid the battles are in UFC 2009 Undisputed, the instances of erroneous hit count or the rare cases of ref hand clips can be overlooked.
After you pick up the controller and realize that Yukes got the wireframes and physics (Havok-powered, by the way) right, the next thing that any fan of fighting games—or more specifically, the UFC—will look for is a visual package that captures the essence of the sports number-one league. Just as a MLB fan wont stand for a Green Monster that is, say, blue, a UFC die-hard will demand things such as correct sponsors, familiar fight venues and, of course, ring girls with the properum, jiggle.
Adding to UFC 2009 Undisputeds feel—that anticipation that brews in a room full of those who paid for a part of that pay-per-view tab—are impeccable character models and tons of full-screen, full-motion video pieces. And those character models are simply amazing in UFC 2009 Undisputed, even if you dont know just how much each fighters actually looks and acts like its real counterpart (some are better than others, though, and Im not exactly sure why). The speed and fluidity of the animation sets, coupled with realistic textile movements (a new textile system from Havok was employed) make for very realistic fights at full speed.
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Added: 1035 days ago by
hax0r
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